SRD3e:Spell I

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Bard Spells[edit]

Level 0 (Cantrips)[edit]

Dancing Lights Figment torches or other lights.
Daze Creature loses next action.
Detect Magic Detects spells and magic items within 60 ft.
Flare Dazzles one creature (-1 attack).
Ghost Sound Figment sounds.
Light Object shines like a torch.
Mage Hand 5-pound telekinesis.
Mending Makes minor repairs on an object.
Open/Close Opens or closes small or light things.
Prestidigitation Performs minor tricks.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.

1st Level Spells[edit]

Alarm Wards an area for 2 hours/level.
Cause Fear One creature flees for 1d4 rounds.
Charm Person Makes one person the caster’s friend.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Detect Secret Doors Reveals hidden doors within 60 ft.
Erase Mundane or magical writing vanishes.
Expeditious Retreat Doubles the caster’s speed.
Feather Fall Objects or creatures fall slowly.
Grease Makes 10-ft. square or one object slippery.
Hypnotism Fascinates 2d4 HD of creatures.
Identify Determines single feature of magic item.
Mage Armor Gives subject +4 armor bonus.
Magic Weapon Weapon gains +1 bonus.
Message Whispered conversation at distance.
Protection from Chaos/Evil/Good/Law +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Silent Image Creates minor illusion of the caster’s design.
Sleep Put 2d4 HD of creatures into comatose slumber.
Summon Monster I Calls outsider to fight for the caster.
Unseen Servant Creates invisible force that obeys the caster’s commands.
Ventriloquism Throws voice for 1 min./level.

2nd Level Spells[edit]

Animal Trance Fascinates 2d6 HD of animals.
Blindness/Deafness Makes subject blind or deaf.
Blur Attacks miss subject 20% of the time.
Bull's Strength Subject gains 1d4+1 Str for 1 hr./level.
Cat's Grace Subject gains 1d4+1 Dex for 1 hr./level.
Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
Darkness 20-ft. radius of supernatural darkness.
Daylight 60-ft. radius of bright light.
Delay Poison Stops poison from harming subject for 1 hour/level.
Detect Thoughts Allows "listening" to surface thoughts.
Enthrall Captivates all within 100 ft. + 10 ft./level.
Glitterdust Blinds creatures, outlines invisible creatures.
Hold Person Holds one person helpless for 1 round/level.
Hypnotic Pattern Fascinates 2d4+1 HD/level of creatures.
Invisibility Subject is invisible for 10 min./level or until it attacks.
Levitate Subject moves up and down at the caster’s direction.
Locate Object Senses direction toward object (specific or type).
Magic Mouth Speaks once when triggered.
Minor Image As silent image, plus some sound.
Mirror Image Creates decoy duplicates of the caster (1d4 +1/three levels, max 8).
Misdirection Misleads divinations for one creature or object.
Obscure Object Masks object against divination.
Pyrotechnics Turns fire into blinding light or choking smoke.
Scare Panics creatures up to 5 HD (15-ft. radius).
See Invisibility Reveals invisible creatures or objects.
Shatter Sonic vibration damages objects or crystalline creatures.
Silence Negates sound in 15-ft. radius.
Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
Suggestion Compels subject to follow stated course of action.
Summon Monster II Calls outsider to fight for the caster.
Summon Swarm Summons swarm of small crawling or flying creatures.
Hideous Laughter Subject loses actions for 1d3 rounds.
Tongues Speak any language.
Undetectable Alignment Conceals alignment for 24 hours.
Whispering Wind Sends a short message one mile/level.

3rd Level Spells[edit]

Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Blink The caster randomly vanishes and reappears for 1 round/level.
Charm Monster Makes monster believe it is the caster’s ally.
Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
Confusion Makes subject behave oddly for 1 round/level.
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Dispel Magic Cancels magical spells and effects.
Displacement Attacks miss subject 50%.
Emotion Arouses strong emotion in subject.
Fear Subjects within cone flee for 1 round/level.
Gaseous Form Subject becomes insubstantial and can fly slowly.
Greater Magic Weapon +1 bonus/three levels (max +5).
Gust of Wind Blows away or knocks down smaller creatures.
Haste Extra partial action and +4 AC.
Illusory Script Only intended reader can decipher.
Invisibility Sphere Makes everyone within 10 ft. invisible.
Keen Edge Doubles normal weapon's threat range.
Lesser Geas Commands subject of 7 HD or less.
Magic Circle against Chaos/Evil/Good/Law As protection spells, but 10-ft. radius and 10 min./level.
Major Image As silent image, plus sound, smell and thermal effects.
Phantom Steed Magical horse appears for 1 hour/level.
Remove Curse Frees object or person from curse.
Remove Disease Cures all diseases affecting subject.
Scrying Spies on subject from a distance.
Sculpt Sound Creates new sounds or changes existing ones.
Sepia Snake Sigil Creates text symbol that immobilizes reader.
Slow One subject/level takes only partial actions, -2 AC, -2 melee rolls.
Summon Monster III Calls outsider to fight for the caster.
Tiny Hut Creates shelter for 10 creatures.
Wind Wall Deflects arrows, smaller creatures, and gases.

4th Level Spells[edit]

Break Enchantment Frees subjects from enchantments, alterations, curses, and petrification.
Cure Critical Wounds Cures 4d8 +1/level damage (max +20).
Detect Scrying Alerts the caster of magical eavesdropping.
Dimension Door Teleports the caster and up to 500 lb.
Dismissal Forces a creature to return to native plane.
Dominate Person Controls humanoid telepathically.
Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, etc.).
Hold Monster As hold person, but any creature.
Improved Invisibility As invisibility, but subject can attack and stay invisible.
Legend Lore Learn tales about a person, place, or thing.
Locate Creature Indicates direction to familiar creature.
Modify Memory Changes 5 minutes of subject's memories.
Neutralize Poison Detoxifies venom in or on subject.
Rainbow Pattern Lights prevent 24 HD of creatures from attacking or moving away.
Secure Shelter Creates sturdy cottage.
Shout Deafens all within cone and deals 2d6 damage.
Summon Monster IV Calls outsider to fight for the caster.

5th Level Spells[edit]

Contact Other Plane Ask question of extraplanar entity.
Control Water Raises or lowers bodies of water.
Dream Sends message to anyone sleeping.
False Vision Fools scrying with an illusion.
Greater Dispelling As dispel magic, but +20 on check.
Healing Circle Cures 1d8 +1/level damage in all directions.
Mind Fog Subjects in fog get -10 Wis, Will checks.
Mirage Arcana As hallucinatory terrain, plus structures.
Mislead Turns the caster invisible and creates illusory double.
Nightmare Sends vision dealing 1d10 damage, fatigue.
Persistent Image As major image, but no concentration required.
Summon Monster V Calls outsider to fight for the caster.

6th Level Spells[edit]

Control Weather Changes weather in local area.
Eyebite Charm, fear, sicken or sleep one subject.
Geas/Quest As lesser geas, plus it affects any creature.
Greater Scrying As scrying, but faster and longer.
Mass Haste As haste, affects one/level subjects.
Mass Suggestion As suggestion, plus one/level subjects.
Permanent Image Includes sight, sound, and smell.
Plane Shift Up to eight subjects travel to another plane.
Programmed Image As major image, plus triggered by event.
Project Image Illusory double can talk and cast spells.
Repulsion Creatures can't approach the caster.
Summon Monster VI Calls outsider to fight for the caster.
Veil Changes appearance of group of creatures.

Cleric Spells[edit]

0th level spells (Orisons)[edit]

Create Water Creates 2 gallons/level of pure water.
Cure Minor Wounds Cures 1 point of damage.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or small object.
Guidance +1 on one roll, save, or check. - Inflict Minor Wounds Touch attack, 1 point of damage.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food or water. Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Virtue Subject gains 1 temporary hp.

1st Level Spells[edit]

Bane Enemies suffer -1 attack, -1 on saves against fear.
Bless Allies gain +1 attack and +1 on saves against fear.
Bless Water Makes holy water.
Cause Fear One creature flees for 1d4 rounds.
Command One subject obeys one-word command for 1 round.
Comprehend Languages Understand all spoken and written languages.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Curse Water Makes unholy water.
Deathwatch Sees how wounded subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects.
Detect Undead Reveals undead within 60 ft.
Divine Favor The caster gains attack, damage bonus, +1/three levels.
Doom One subject suffers -2 on attacks, damage, saves, and checks.
Endure Elements Ignores 5 damage/round from one energy type.
Entropic Shield Ranged attacks against the caster suffer 20% miss chance.
Inflict Light Wounds Touch, 1d8 +1/level damage (max +5).
Invisibility to Undead Undead can't perceive one subject/level.
Magic Stone Three stones gain +1 attack, deal 1d6+1 damage.
Magic Weapon Weapon gains +1 bonus.
Obscuring Mist Fog surrounds the caster.
Protection from Chaos/Evil/Good/Law +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Random Action One creature acts randomly for one round.
Remove Fear +4 on saves against fear for one subject +1/four levels.
Sanctuary Opponents can't attack the caster, and the caster can't attack.
Shield of Faith Aura grants +2 or higher deflection bonus.
Summon Monster I Calls outsider to fight for the caster.

2nd Level Spells[edit]

Aid +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Animal Messenger Sends a Tiny animal to a specific place.
Augury Learns whether an action will be good or bad.
Bull's Strength Subject gains 1d4+1 Str for 1 hr./level.
Calm Emotions Calms 1d6 subjects/level, negating emotion effects.
Consecrate Fills area with positive energy, making undead weaker.
Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
Darkness 20-ft. radius of supernatural darkness.
Death Knell Kills dying creature; the caster gain 1d8 temporary hp, +2 Str, and +1 level.
Delay Poison Stops poison from harming subject for 1 hour/level.
Desecrate Fills area with negative energy, making undead stronger.
Endurance Gain 1d4+1 Con for 1 hr./level.
Enthrall Captivates all within 100 ft. + 10 ft./level.
Find Traps Notice traps as a rogue does.
Gentle Repose Preserves one corpse.
Hold Person Holds one person helpless; 1 round/level.
Inflict Moderate Wounds Touch attack, 2d8 +1/level damage (max +10).
Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
Make Whole Repairs an object.
Remove Paralysis Frees one or more creatures from paralysis, hold, or slow.
Resist Elements Ignores 12 damage/round from one energy type.
Shatter Sonic vibration damages objects or crystalline creatures.
Shield Other The caster takes half of subject's damage. Silence Negates sound in 15-ft. radius.
Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
Speak with Animals The caster can communicate with natural animals.
Spiritual Weapon Magical weapon attacks on its own.
Summon Monster II Calls outsider to fight for the caster.
Undetectable Alignment Conceals alignment for 24 hours.
Zone of Truth Subjects within range cannot lie.

3rd Level Spells[edit]

Animate Dead Creates undead skeletons and zombies.
Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness Makes subject blind or deaf.
Contagion Infects subject with chosen disease.
Continual Flame Makes a permanent, heatless torch.
Create Food and Water Feeds three humans (or one horse)/level.
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Daylight 60-ft. radius of bright light.
Deeper Darkness Object sheds absolute darkness in 60-ft. radius.
Dispel Magic Cancels magical spells and effects.
Glyph of Warding Inscription harms those who pass it.
Helping Hand Ghostly hand leads subject to the caster.
Inflict Serious Wounds Touch attack, 3d8 +1/level damage (max +15).
Invisibility Purge Dispels invisibility within 5 ft./level.
Locate Object Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment Armor or shield gains +1 enhancement/three levels.
Meld into Stone The caster and the caster’s gear merge with stone.
Negative Energy Protection Subject resists level and ability drains.
Obscure Object Masks object against divination.
Prayer Allies gain +1 on most rolls, and enemies suffer -1.
Protection from Elements Absorb 12 damage/level from one kind of energy.
Remove Blindness/Deafness Cures normal or magical conditions.
Remove Curse Frees object or person from curse.
Remove Disease Cures all diseases affecting subject.
Searing Light Ray deals 1d8/two levels, more against undead.
Speak with Dead Corpse answers one question/two levels.
Speak with Plants The caster can talk to normal plants and plant creatures.
Stone Shape Sculpts stone into any form.
Summon Monster III Calls outsider to fight for the caster.
Water Breathing Subjects can breathe underwater.
Water Walk Subject treads on water as if solid.
Wind Wall Deflects arrows, smaller creatures, and gases.

4th Level Spells[edit]

Air Walk Subject treads on air as if solid (climb at 45-degree angle).
Control Water Raises or lowers bodies of water.
Cure Critical Wounds Cures 4d8 +1/level damage (max +20).
Death Ward Grants immunity to death spells and effects.
Dimensional Anchor Bars extradimensional movement.
Discern Lies Reveals deliberate falsehoods.
Dismissal Forces a creature to return to native plane.
Divination Provides useful advice for specific proposed actions.
Divine Power The caster gains attack bonus, 18 Str, and 1 hp/level.
Freedom of Movement Subject moves normally despite impediments.
Giant Vermin Turns insects into giant vermin.
Greater Magic Weapon +1 bonus/three levels (max +5).
Imbue with Spell Ability Transfer spells to subject.
Inflict Critical Wounds Touch attack, 4d8 +1/level damage (max +20).
Lesser Planar Ally Exchange services with an 8 HD outsider.
Neutralize Poison Detoxifies venom in or on subject.
Poison Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin Insects stay 10 ft. away.
Restoration Restores level and ability score drains.
Sending Delivers short message anywhere, instantly.
Spell Immunity Subject is immune to one spell/four levels.
Status Monitors condition, position of allies.
Summon Monster IV Calls outsider to fight for the caster.
Tongues Speak any language.

5th Level Spells[edit]

Atonement Removes burden of misdeeds from subject.
Break Enchantment Frees subjects from enchantments, alterations, curses, and petrification.
Circle of Doom Deals 1d8 +1/level damage in all directions.
Commune Deity answers one yes-or-no question/level.
Dispel Chaos/Evil/Good/Law +4 bonus against attacks.
Ethereal Jaunt The caster becomes ethereal for 1 round/level.
Flame Strike Smites foes with divine fire (1d6/level).
Greater Command As command, but affects one subject/level.
Hallow Designates location as holy.
Healing Circle Cures 1d8 +1/level damage in all directions.
Insect Plague Insect horde limits vision, inflicts damage, and weak creatures flee.
Mark of Justice Designates action that will trigger curse on subject.
Plane Shift Up to eight subjects travel to another plane.
Raise Dead Restores life to subject who died up to 1 day/level ago.
Righteous Might The caster’s size increases, and the caster gains +4 Str.
Scrying Spies on subject from a distance.
Slay Living Touch attack kills subject.
Spell Resistance Subject gains +12 +1/level SR.
Summon Monster V Calls outsider to fight for the caster.
True Seeing See all things as they really are.
Unhallow Designates location as unholy.
Wall of Stone Creates a stone wall that can be shaped.

6th Level Spells[edit]

Animate Objects Objects attack the caster’s foes.
Antilife Shell 10-ft. field hedges out living creatures.
Banishment Banishes 2 HD/level extraplanar creatures.
Blade Barrier Blades encircling the caster deal 1d6 damage/level.
Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
Etherealness Travel to Ethereal Plane with companions.
Find the Path Shows most direct way to a location.
Forbiddance Denies area to creatures of another alignment.
Geas/Quest As lesser geas, plus it affects any creature.
Greater Dispelling As dispel magic, but up to +20 on check.
Greater Glyph of Warding As glyph of warding, but up to 10d8 damage or 6th level spell.
Harm Subject loses all but 1d4 hp.
Heal Cures all damage, diseases, and mental conditions.
Heroes' Feast Food for one creature/level cures and blesses.
Planar Ally As lesser planar ally, but up to 16 HD.
Summon Monster VI Calls outsider to fight for the caster.
Wind Walk The caster and the caster’s allies turn vaporous and travel fast.
Word of Recall Teleports the caster back to designated place.

7th Level Spells[edit]

Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather Changes weather in local area.
Destruction Kills subject and destroys remains.
Dictum Kills, paralyzes, weakens, or dazes nonlawful subjects.
Greater Restoration As restoration, plus restores all levels and ability scores
Greater Scrying As scrying, but faster and longer.
Holy Word Kills, paralyzes, weakens, or dazes nongood subjects.
Refuge Alters item to transport its possessor to the caster.
Regenerate Subject's severed limbs grow back.
Repulsion Creatures can't approach the caster.
Resurrection Fully restore dead subject.
Summon Monster VII Calls outsider to fight for the caster.
Word of Chaos Kills, confuses, stuns, or deafens nonchaotic subjects.

8th Level Spells[edit]

Antimagic Field Negates magic within 10 ft.
Cloak of Chaos +4 AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead Mummies, spectres, vampires, or ghosts.
Discern Location Exact location of creature or object.
Earthquake Intense tremor shakes 5-ft./level radius.
Fire Storm Deals 1d6 fire damage/level.
Greater Planar Ally As lesser planar ally, but up to 24 HD.
Holy Aura +4 AC, +4 resistance, and SR 25 against evil spells.
Mass Heal As heal, but with several subjects.
Shield of Law +4 AC, +4 resistance, and SR 25 against chaotic spells.
Summon Monster VIII Calls outsider to fight for the caster.
Symbol Triggered runes have array of effects.
Unholy Aura +4 AC, +4 resistance, and SR 25 against good spells.

9th Level Spells[edit]

Astral Projection Projects the caster and companions into Astral Plane.
Energy Drain Subject gains 2d4 negative levels.
Gate Connects two planes for travel or summoning.
Implosion Kills one creature/round.
Miracle Requests a deity's intercession.
Soul Bind Traps newly dead soul to prevent resurrection.
Storm of Vengeance Storm rains acid, lightning, and hail.
Summon Monster IX Calls outsider to fight for the caster.
True Resurrection As resurrection, plus remains aren't needed.

Clerical Domain[edit]

Air Domain[edit]

Granted Powers:Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.

1. Obscuring Mist Mist Fog surrounds the caster.
2. Wind Wall Deflects arrows, smaller creatures, and gases.
3. Gaseous Form Subject becomes insubstantial and can fly slowly.
4. Air Walk Subject treads on air as if solid (climb at 45-degree angle)
5. Control Winds Change wind direction and speed.
6. Chain Lightning 1d6 damage/level; secondary bolts.
7. Control Weather Changes weather in local area.
8. Whirlwind. Cyclone inflicts damage and can pick up creatures.
9. Elemental Swarm* Summons multiple elementals.
*Cast as an air spell only.

Animal Domain[edit]

Granted Powers: The character can cast animal friendship once per day. Knowledge (nature) is a class skill.

1. Calm Animals Calms 2d4 +1/level HD of animals, beasts, and magical beasts
2. Hold Animal Hold one animal helpless; 1 round/level.
3. Dominate Animal Subject animal obeys silent mental commands.
4. Repel Vermin Insects stay 10 ft. away.
5. Commune with Nature Learn about terrain for one mile/level.
6. Antilife Shell 10-ft. field hedges out living creatures.
7. Animal Shapes One ally/level polymorphs into chosen animal.
8. Creeping Doom Carpet of insects attacks at the caster’s command.
9. Shapechange Transforms the caster into any creature, and change forms once per round.

Chaos Domain[edit]

Granted Power: The character casts chaos spells at +1 caster level.

1. Protection from Law +2 AC and saves, counter mind control, hedge out elementals and outsiders
2. Shatter Sonic vibration damages objects or crystalline creatures.
3. Magic Circle against Law As protection spells, but 10-ft. radius and 10 min./level
4. Chaos Hammer Damages and staggers lawful creatures.
5. Dispel Law +4 bonus against attacks by lawful creatures.
6. Animate Objects Objects attack the caster’s foes.
7. Word of Chaos Kills, confuses, stuns, or deafens nonchaotic subjects.
8. Cloak of Chaos +4 AC, +4 resistance, SR 25 against lawful spells.
9. Summon Monster IX* Calls outsider to fight for the caster.
*Cast as a chaos spell only.

Death Domain[edit]

Granted Power: The character may use a death touch once per day. The character’s death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per the character’s cleric level. If the total at least equals the creature’s current hit points, it dies.

1. Cause Fear One creature flees for 1d4 rounds.
2. Death Knell Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level
3. Animate Dead Creates undead skeletons and zombies.
4. Death Ward Grants immunity to death spells and effects.
5. Slay Living Touch attack kills subject.
6. Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
7. Destruction Kills subject and destroys remains.
8. Create Greater Undead Mummies, spectres, vampires, or ghosts.
9. Wail of the Banshee Kills one creature/level.

Destruction Domain[edit]

Granted Power: The character gains the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to the character’s cleric level (if the character hits). The character must declare the smite before making the attack. It is usable once per day.

1. Inflict Light Wounds Touch attack, 1d8 +1/level damage (max +5).
2. Shatter Sonic vibration damages objects or crystalline creatures.
3. Contagion Infects subject with chosen disease.
4. Inflict Critical Wounds Touch attack, 4d8 +1/level damage (max +20).
5. Circle of Doom Deals 1d8 +1/level damage in all directions.
6. Harm Subject loses all but 1d4 hp.
7. Disintegrate Makes one creature or object vanish.
8. Earthquake Intense tremor shakes 5-ft./level radius.
9. Implosion Kills one creature/round.

Earth Domain[edit]

Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.

1. Magic Stone Three stones become +1 projectiles, 1d6+1 damage.
2. Soften Earth and Stone Turns stone to clay or dirt to sand or mud.
3. Stone Shape Sculpts stone into any form.
4. Spike Stones Creatures in area take 1d8 damage, may be slowed.
5. Wall of Stone Creates a stone wall that can be shaped.
6. Stoneskin Stops blows, cuts, stabs, and slashes.
7. Earthquake Intense tremor shakes 5-ft./level radius.
8. Iron Body The character’s body becomes living iron.
9. Elemental Swarm* Summons multiple elementals.
*Cast as an earth spell only.

Evil Domain[edit]

Granted Power: The character casts evil spells at +1 caster level.

1. Protection from Good +2 AC and saves, counter mind control, hedge out elementals and outsiders
2. Desecrate Fills area with negative energy, making undead stronger.
3. Magic Circle against Good As protection spells, but 10-ft. radius and 10 min./level
4. Unholy Blight Damages and sickens good creatures.
5. Dispel Good +4 bonus against attacks by good creatures.
6. Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
7. Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura +4 AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX* Calls outsider to fight for the caster.
*Cast as an evil spell only.

Fire Domain[edit]

Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.

1. Burning Hands 1d4 fire damage/level (max 5d4).
2. Produce Flame 1d4 +1/two levels damage, touch or thrown.
3. Resist Elements* Ignore first 12 damage from one energy type each round.
4. Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
5. Fire Shield Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
6. Fire Seeds Acorns and berries become grenades and bombs.
7. Fire Storm Deals 1d6 fire damage/level.
8. Incendiary Cloud Cloud deals 4d6 fire damage/round.
9. Elemental Swarm** Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.

Good Domain[edit]

Granted Power: The character casts good spells at +1 caster level.

1. Protection from Evil +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid +1 attack, +1 on saves against fear, 1d6 temporary hit points.
3. Magic Circle against Evil As protection spells, but 10-ft. radius and 10 min./level.
4. Holy Smite Damages and blinds evil creatures.
5. Dispel Evil +4 bonus against attacks by evil creatures.
6. Blade Barrier Blades encircling the caster deal 1d6 damage/level.
7. Holy Word Kills, paralyzes, weakens, or dazes nongood subjects.
8. Holy Aura +4 AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX* Calls outsider to fight for the caster.
*Cast as a good spell only.

Healing Domain[edit]

Granted Power: The character casts healing spells at +1 caster level.

1. Cure Light Wounds Cures 1d8 +1/level damage (max +5).
2. Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
3. Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
4. Cure Critical Wounds Cures 4d8 +1/level damage (max +20).
5. Healing Circle Cures 1d8 +1/level damage in all directions.
6. Heal Cures all damage, diseases, and mental conditions.
7. Regenerate Subject's severed limbs grow back.
8. Mass Heal As heal, but with several subjects.
9. True Resurrection As resurrection, plus remains aren't needed.

Knowledge Domain[edit]

Granted Power: All Knowledge skills are class skills. The character casts divinations at +1 caster level.

1. Detect Secret Doors Reveals hidden doors within 60 ft.
2. Detect Thoughts Allows "listening" to surface thoughts.
3. Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
4. Divination Provides useful advice on to specific proposed actions.
5. True Seeing See all things as they really are.
6. Find the Path Shows most direct way to a location.
7. Legend Lore Learn tales about a person, place, or thing.
8. Discern Location Exact location of creature or object.
9. Foresight "Sixth sense" warns of impending danger.

Law Domain[edit]

Granted Power: The character casts Law spells at +1 caster level.

1. Protection from Chaos +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2. Calm Emotions Calms 1d6 creatures/level, negating emotion effects.
3. Magic Circle against Chaos As protection spells, but 10-ft. radius and 10 min./level
4. Order’s Wrath Damages and dazes chaotic creatures.
5. Dispel Chaos +4 bonus against attacks by chaotic creatures.
6. Hold Monster As hold person, but any creature.
7. Dictum Kills, paralyzes, weakens, or dazes nonlawful subjects.
8. Shield of Law +4 AC, +4 resistance, and SR 25 against chaotic spells.
9. Summon Monster IX* Calls outsider to fight for the caster.
*Cast as a law spell only.

Luck Domain[edit]

Granted Power: The character gains the power of good fortune, which is usable once per day. This extraordinary ability allows the character to reroll one roll that the character has just made. The character must take the result of the reroll, even if it’s worse than the original roll.

1. Entropic Shield Ranged attacks against the caster suffer 20% miss chance.
2. Aid +1 attack, +1 against fear, 1d8 temporary hit points.
3. Protection from Elements Absorb 12 damage/level from one kind of energy.
4. Freedom of Movement Subject moves normally despite impediments.
5. Break Enchantment Frees subjects from enchantments, alterations, curses,and petrification.
6. Mislead Turns the caster invisible and creates illusory double.
7. Spell Turning Reflect 1d4+6 spell levels back at caster.
8. Holy Aura +4 AC, +4 resistance, and SR 25 against evil spells.
9. Miracle Requests a deity's intercession.

Magic Domain[edit]

Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half the character’s cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if the character is also a wizard, actual wizard levels and these effective wizard levels stack.

1. Undetectable Aura Masks magic item's aura.
2. Identify Determines single feature of magic item.
3. Dispel Magic Cancels magical spells and effects.
4. Imbue with Spell Ability Transfer spells to subject.
5. Spell Resistance Subject gains +12 +1/level SR.
6. Antimagic Field Negates magic within 10 ft.
7. Spell Turning Reflect 1d4+6 spell levels back at caster.
8. Protection from Spells Confers +8 resistance bonus.
9. Disjunction Dispels magic, disenchants magic items.

Plant Domain[edit]

Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.

Knowledge (nature) is a class skill.

1. Entangle Plants entangle everyone in 40-ft.-radius circle.
2. Barkskin Grants +3 natural armor bonus (or higher).
3. Plant Growth Grows vegetation, improves crops.
4. Control Plants Talk to and control plants & fungi.
5. Wall of Thorns Thorns damage anyone who tries to pass.
6. Repel Wood Pushes away wooden objects.
7. Changestaff The caster’s staff becomes a treant on command.
8. Command Plants Plants animate and vegetation entangles.
9. Shambler Summons 1d4+2 shambling mounds to fight for the caster.

Protection Domain[edit]

Granted Power: The character can generate a protective ward, a spell-like ability to grant someone the character touches a resistance bonus equal to the character’s level on the recipient’s next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

1. Sanctuary Opponents can't attack the caster, and the caster can't attack.
2. Shield Other The caster takes half of subject's damage.
3. Protection from Elements Absorb 12 damage/level from one kind of energy.
4. Spell Immunity Subject is immune to one spell/four levels.
5. Spell Resistance Subject gains +12 +1/level SR.
6. Antimagic Field Negates magic within 10 ft.
7. Repulsion Creatures can't approach the caster.
8. Mind Blank Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere As prismatic wall, but surrounds on all sides.
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